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README.txt
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README.txt
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README for rpgxEF
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Project page: http://rpgxEF.hennecke-online.net
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- last updated 21.01.2012
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This project is a modification to the icculus.org maintained quake3 engine
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and hte Star Trek - Voyager: Elite Force compability patch for it. It was
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meant as modification of the engine for RPG-X2 that increases some of the
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limits the original engine has and which caused many problems with RPG-X2.
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After succeeding to lift those limits I started to add many modifications
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like graphical enhancements. Which many people welcomed. But now as there
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is an new state of the art renderer for ioqucke3 inbound I decided to create
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a newer version of this engine which as you'll note does not have any of
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the graphical enhancements as I plan to use this new renderer once it is
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finished.
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############
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### Changelog ###
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############
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Version 1.0 (this version):
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- Maximal number of chat lines displayed is back to original count (will
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be changed to 10 again later)
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- Support for external lightmaps removed (will be back in the next release)
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- Bloom effect was removed
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- Motion blur was removed
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- Framebuffer GLSL post processign effects where removed
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- r_showtris modification was removed (will be back later)
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Previous versions:
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- MAX_GAMESTATE_CHARS quadrupled to 64000 chars (fixed bad command byte/entity
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limit increase)
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- MAX_CONFIGSTRINGS quadrupled to 4096 (needed for MAX_GAMESTATE_CHARS and
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MAX_MODELS increase)
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- MAX_MSGLEN quadrupled to 65536 (needed for MAX_GAMESTATE_CHARS increase)
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- MAX_MODELS doubled to 512
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- messagemode1 is now displayed as local: instead of say:
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- messagemode2 is now displayed as global: instead of say_team:
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- maximal number of chat lines displayed on screen was increased to 10
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- added messagemode5 for say_class
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- increased Entity limit to 2048
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- added Support for external lightmaps which are loaded from "maps//lightmaps"
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(tga only). To make q3map2 produce external lightmaps use -lightmapsize x
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(where x is a power of 2, for example 1024), the lightmaps will then stored
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in maps/ by q3map2 and have to be moved (if you use NetRadiant you can use
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-lightmapdir to output the lightmaps directly to the correct directory).
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External lightmaps tend to be much darker than standard lightmaps, therefore
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I suggest to compile your map with -gamma y -compensate z where y >= 2 and z <= y.
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- added optional Bloom effect (r_bloom 1 and r_bloom_* to configure)
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- added optional Motion Blur effect (r_motionBlur 1 and r_motionBlurStrength
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to configure)
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- readded Shader Remapping support to rpgxEF and added support for it in RPG-X
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- r_showtris is now able to show different entitytypes in different colors
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highlight entities: r_showtris += 2
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highlight md3: r_showtris += 4
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highlight Raven mdr: r_showtris += 8
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highlight md4: r_showtris += 16
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highlight other non world: r_showtris += 32
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- applied FBO patch
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r_ext_framebuffer 1 to enable
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r_ext_framebuffer_bloom 1 to enable bloom, r_ext_framebuffer_bloom_* to configure, r_ext_framebuffer_blur_* to configure
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r_ext_framebuffer_rotoscope 1 to enable rotoscope effect, r_ext_framebuffer_rotoscope_* to configure
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r_ext_framebuffer_colorinvert to enable color invert (temporaly disabled)
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############################
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### GENERAL INSTRUCTIONS ###
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############################
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IMPORTANT NOTE:
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This engine is for RPG-X2 and may only be used with the shared
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libraries of RPG-X2 specificly released for rpgxEF. Also this
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is Work in Progress and therefore may be unstable. Use of this
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engine at your own risk.
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#########################################
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### WINDOWS INSTALLATION INSTRUCTIONS ###
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#########################################
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Put all files contained in the archive to the same folder where
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the original engine (stvefHM.exe) is located.
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The standard path is C:\Program Files\Raven\Star Trek Voyager Elite Force
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You need to have OpenAL installed to be able to use OpenAL.
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########################################
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### MACOSX INSTALLATION INSTRUCTIONS ###
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########################################
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Offical note Mac OS X support is currently stalled. Anyway if you manage
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to compile the engine yourself here is how you install it.
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Move the compiled binaries to where you installed Elite Force (for example ioEF).
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If you haven't installed Elite Force before this is one way how you might
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do it:
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- create the folder where you want it installed
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- create a folder baseEF in this folder
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- copy all pakx.pk3 file from your Elite Force and Elite Force XP disk to
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this folder
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- install RPG-X2 into your Elite Force folder
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- copy the binaries into the Elite Force folder
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#######################################
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### LINUX INSTALLATION INSTRUCTIONS ###
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#######################################
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Prerequisites:
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* A working hardware accelerated OpenGL setup
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(DRI, fireglx, nvidia-glx...)
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* libSDL - Simple Direct Layer libraries
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* libmad - MPEG Audio Decoder (also known as MAD sometimes).
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* libvorbis, libogg, libvorbisfile - OGG Vorbis audio decoder
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Optional:
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* OpenAL - OpenAL sound libraries
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* libcurl - FTP/HTTP download support.
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You can fullfill these dependencies by installing the correct packages from
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your favorite distribution's packet manager.
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Create a new rpgxef directory, you will probably want to use a dir like:
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/usr/local/games/rpgxef
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Copy a build of this engine that you can get from
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http://rpgxef.hennecke-online.net
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into the new directory.
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Also copy any directories from MODs you installed previously on windows to
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this directory.
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Create a subdirectory named "baseEF" (case sensitive!!) and copy the
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pak0.pk3, pak1.pk3 and pak2.pk3 from the original eliteforce
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release in there and don't forget the new pak92.pk3!
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pak1.pk3 and pak2.pk3 are files that have been released after the game went
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gold. You must either get them by installing the latest official EF patch on
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windows or you can get them from the expansion pack cd.
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pak3.pk3 can only be found on the expansion pack CD. If you want to have the
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maps and additions from the expension pack, you must copy this file as well.
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#########################################
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### FREEBSD INSTALLATION INSTRUCTIONS ###
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#########################################
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Alas, the installer for Linux does not support FreeBSD. However, you can still
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play the game natively. Just follow the manual installation instructions from
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the Linux part and all should be good. The required libraries are the same on
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FreeBSD and Linux.
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########################################################################
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## For Engine fiddlers and Gentoo-I-compile-everything-myself-freaks ###
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########################################################################
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Since rpgxEF (and also ioEF and ioquake3) is GPL'ed, all my modifications are freely
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available.
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You must get a recent revision of rpgxEF
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- you need git to checkout the code
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- the rpgxEF repository is located at gitHub
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(see https://github.com/UberGames/rpgxEF) for diffrent ways to check out
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the git repository
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Linux users:
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- Make sure you got all packages needed, especially the -dev packages.
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You need the header files for libmad, libSDL, libopenal and libGL
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- You may need to edit the Makefile to make use of a gcc version < 4.
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gcc 4.0.x is not advisable if you need stability.
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- Type in "make debug" for a version with debugging symbols or "make" for a
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release version. If all goes well, the new binaries will be found in the
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build/ subdir.
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Windows users (will take a bit longer, experienced coders only):
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The Windows version of rpgxEF is cross compiled on Linux. That means
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the Windows executables are compiled on Linux and not on Windows.
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Compiling rpgxEF on Windows is not officaly supported anyway you can
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still compile it on Windows either with mingw or Microsoft Visual Studio
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MSVC:
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- Open up the project (project files can be found in code\win32\msvc\)
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- You need to compile the libmad library from:
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http://sourceforge.net/projects/mad
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so that you have a .lib file you can link against
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- If you compile and it complains about a missing dinput.h you need the
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- DirectX SDK
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- If you want to have OpenAL you need the OpenAL SDK, too.
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- Back to your MSVC environment:
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look at the renderer and botlib subproject and modify the preprocessor
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definitions in a way so that ELITEFORCE and XTRA are defined
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- Same goes to the main quake3 subproject, also add the define:
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USE_CODEC_MP3=1 and USE_OPENAL=1;USE_OPENAL_DLOPEN=1 (the last two ones
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only when you want OpenAL support).
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- Add all include and library directories to the compiler/linker like
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OpenAL include/library dir, MAD include/library dir, etc...
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- You may need to specify additional libraries in the linker dependencies
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like user32.lib Advapi32.lib ole32.lib etc...
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- Build.
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mingw:
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Works very similar to linux. You may need to find some and even compile
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some of the dependencies yourself.
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Good luck!
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Cross compiling:
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- install mingw32/mingw64
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- invoke the shell script
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- cross-make-mingw.sh for Win32
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- cross-make-mingw64.sh for Win64
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- to use mp3 support and/or openAL support add the same arguments behind the
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shell scripts as you would to when compiling for linux. For example
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cross-make-mingw.sh USE_CODEC_MP3=1 would compile rpgxEF for Win32 with mp3
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support.
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###############
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### Credits ###
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###############
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-- Thilo Schulz (arny@ats.s.bawue.de)
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-- Anybody that helped with ioEF
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-- Anybody working/having worked on ioquake3
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-- Anybody I have forgotten
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